﻿
public class SpecialHFSM : PlayerBaseHFSM {
	PlayerStateData _state;
	public SpecialHFSM(PlayerController controller, PlayerStateEnum stateName, State<PlayerStateEnum> superFSM, StateFactory<PlayerStateEnum> factory) : base(controller, stateName, superFSM, factory) {
		AddConditionToSelf(() => _SpecialState);


		_state = _controller.StateData;
		AddNewTransition(PlayerStateEnum.CommonHFSM, () => !(_state.IsDie || _state.IsSpecial));
	}

	public override void Enter() {
		_controller.StateData.IsSpecial = true;
		base.Enter();

	}
	bool _SpecialState => _state.IsHurt || _controller.SlideInput || _state.IsKnockDown || _state.IsDie;
}